What would you say is the strongest Wild deck right now? I just want to get to rank 5 quick and maybe try for legend
it seems to be this paladin deck: https://hsreplay.net/decks/O3JiPyrTBeoSi9CwPzl70g/#gameType=RANKED_WILD
How about this -- some cards have caps on the amount of 'effects' they can trigger (like Shudderwock's Battlecry). Maybe you only get limited uses (like 10 total) of the upgraded hero power out of Genn/Baku? At the end it reverts back. You still get to keep it at the start of the game, you still included Genn/Baku, you still have the deck restrictions, but you can't go infinite. Or perhaps 20 uses, I'm not sure how to balance it properly. After all, if you consider the hero power can only be used once a turn, and a deck may not opt to hit it literally every turn, a higher number might end up doing nothing to alleviate the problem.Make the effect a battle cry, both cards are dead. Make the effect a battle cry BUT each card is guaranteed to be in your opening hand, still dead. Make each effect a battle cry and guaranteed to be in the opening hand and each one becomes a cheaper / weaker minion, then maybe. Both are the type of cards that probably don't get played after a nerf.
Starting hand and starting health manipulation are the only ways I want Genn and Baku balanced. Battlecry is super dumb.
I had connection problems so I decided to uninstall and install again (android).
The new version is great, they got rid of most of the sound effects and left only the essentials.
I really don't think so. reno/kazakus archetype was fun in a way we had to run a deck with 30 different cards making for some wacky elements to be added as well as a very non linear gameplay, genn/baku exacerbates one of the problematics in HS as a card game, the hero power is really not a fun element, and making the deck rely on that is even worse.
Reno/kazakus was like 13 good cards, 2 op cards, the rest filler. Yeah real fun when your opponent happens to draw their OP cards and their deck building downside doesn't even matter. IMO it is the worst archetype. Genn/baku may have it's downsides but not as bad as reno/kazakus.
About how much money does it cost to get all the cards from each expansion?
Yikes. Maybe I'll just start with Rumble and go from there.a lot, I think I saw a figure of about 285 packs on average to get enough dust to make all cards in an expansion.
may be but take into account that burning cards is not an efficient option at all. =
I don't mind Genn and Baku. I find the decks pretty fair and at least I know what I'm playing against immediately. It just sucks trying to play Hunter with odd paladin around.I really don't think so. reno/kazakus archetype was fun in a way we had to run a deck with 30 different cards making for some wacky elements to be added as well as a very non linear gameplay, genn/baku exacerbates one of the problematics in HS as a card game, the hero power is really not a fun element, and making the deck rely on that is even worse.
the raza deck was an outlier of the singleton archetype, it's pretty clear that deck is not valid when not only it doesn't exist anymore but also blizzard knew it was powerful and did something about it.
To me it's always curious how the singleton archetype was always a hand-heavy deck, I don't remember a singleton with rapid fire like the aggro deck or the hunter decks where not only card draw was an issue but also the mindrangy-aggroish part was totally absent, they were always heavy decks.
I was one win away from Rank 16, hit a string of bad luck and now I'm sitting at the floor of Rank 18. Anyone care to critique my Odd Rogue strategy/tactics?
I know much of this is conditional and I attempt to address those in order:
Changes due to nerfs: Added 2 Sinister Strikes for Cold Bloods
General strategy: Face until Leeroy/Strike/Dagger combo
Mulligan: Keep Leeroy or Sinister Strike or 1 Drop or Hench; mulligan all other cards.
Turn 1: One drop
Turn 2: Daggers, go Face with everything
Turn 3: Drop Tar or Hench or Vicious and go Face; or drop Southsea and reload daggers and go Face; or clean up a minion that could get out of control
Turn 4: Reload daggers and drop Deadly Poison and go Face with everything; drop Hench or Vicious or Tar; or clean up nasty board
Turn 5: If there are two minions on board, drop Fungalmancer and go Face with everything; or clean up nasty board with Vilespine; or drop Hench or Vicious or Tar
Turn 6: Leeroy/Sinister/Dagger combo if lethal; if not, drop Cobalt and clean up board
Turn 7: Look for above combo; Myra's
Turn 8: Keep looking for Turn 6 combo and usually one of us is dead or I realize I can't win
### Strike Odd Rogue
# Class: Rogue
# Format: Standard
# Year of the Raven
#
# 2x (1) Argent Squire
# 1x (1) Crystallizer
# 2x (1) Deadly Poison
# 2x (1) Dire Mole
# 2x (1) Fire Fly
# 2x (1) Sinister Strike
# 2x (1) Southsea Deckhand
# 2x (3) Hench-Clan Thug
# 2x (3) SI:7 Agent
# 2x (3) Tar Creeper
# 2x (3) Vicious Fledgling
# 2x (5) Cobalt Scalebane
# 2x (5) Fungalmancer
# 1x (5) Leeroy Jenkins
# 1x (5) Myra's Unstable Element
# 2x (5) Vilespine Slayer
# 1x (9) Baku the Mooneater
#
AAECAYO6AgSvBJ74Auf6Avr+Ag3LA8YF1AX1Bd0IgcICn8IC68ICysMCyssC0eECi+UCpu8CAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Thanks for the time.
Wiibomb Interesting. I thought it was an aggro deck and the "Always Face"/win-quick strategy was the correct line. I've been thinking of this deck all wrong... board control first, Face second. I'll also test out those card changes. And I'm thinking about adding VanCleef, as well. I'll let you know how it goes.
Many thanks for the advice!
well, that's hearthstone... you face midrange, control, aggro, tempo, combo decks.. each has a different approach. you never face a control deck the way you face an aggro deck.Wiibomb So much of this discussion is conditional. What's on the board, in hand, etc. The archetype strategy can fall apart pretty quickly...
Wiibomb Oh, yes. I realize Odd Rogue has fallen off. But that's the deck I'm stuck with at the moment.
And recognizing what type of deck I'm up against is still pretty tough. I had never played against a Mechuthun deck before and that one took me by complete surprise even though I have seen that deck played during HCTs.
One of the biggest bummers to me of the last few years of Hearthstone is the de facto removal of the fatigue penalty. Too many strategies involve drawing your whole deck and then winning once you've assembled your combo. A lot of that nonsense will be leaving at rotation, but I'm expecting it to be replaced with more nonsense. And, unfortunately, that's probably necessary given how powerful odd warrior might be after rotation.
I personally really enjoy drawn out control matchups, because I don't care too much about moving up the ladder. I beat an Academic Espionage rogue last night with Odd Quest Warrior and I promise you I had to do at least 100 damage to kill him/her, and the rogue drew something like 45 cards in the process. It was insane and I loved it. But I get why lots of other people hate having to deal with those matchups.
It was pretty funny as he began to get further into fatigue I thought yup gonna win then Mecha! lolwhenever you see the opponent playing cards that makes them draw more cards the it's a pretty good chance is mechathun, for example Acolyte of Pain, that's a key card they use. Right now there are about 2 good mechatun decks that you might find, Druid and Warlock, so watch out on those classes.
Odd Rogue has gone missing. Shaman is gone since it only had one deck. Warlock is seeing more play since odd rogue isn't being played. It doesn't feel all that different yet. Lots of Hunter and lots of Priest. I've still been experimenting with Even Hunter.As usual, haven't been playing much. How's the game now after the nerfs? I'm really hopeful that the rotation is going to be good enough to get the game back to an enjoyable state for me.